Ten moments where two kits collide and the game produces something nobody designed on purpose. Half of these decide games. All of them are funny.
League has a few hundred abilities that all have to work against each other, and the interesting part is what happens at the seams.
Funniest Champion Interactions in LoL
10 Most Frustrating Spells to Play Around
Ten moments where two kits collide and the game produces something nobody designed on purpose. Half of these decide games. All of them are funny.
League has a few hundred abilities that all have to work against each other, and the interesting part is what happens at the seams.
Some of what follows is a genuine counterplay tool you should know about. Some of it is a party trick. The line between the two is thinner than you'd think, and knowing which is which is most of what separates a player who understands the game from one who's just fast.
#10: Poppy turns a dash into a faceplant
Steadfast Presence [W] knocks a dashing champion out of the air and drops them where they started. Against most champions that's an annoyance. Against the ones whose entire engage is one long jump, it's a full ultimate deleted for a two-second window of pressing a button.
The comedy is in the enemy's decision-making afterwards. An Irelia who's had her plans canceled by a Poppy spends the rest of the game standing still, refusing to commit to anything.
#9: Sivir refuses to be hooked
Spell Shield [E] blocks one thing. Any one thing. It doesn't care whether that thing was a poke spell or the enemy's game-winning ultimate.
A support who's been waiting nine minutes to land a hook watching it evaporate on a button Sivir pressed by reflex is one of the purest bits of theater in the bot lane.
#8: Braum stands in front of everything
Unbreakable [E] doesn't protect Braum. It protects whoever's behind him, by eating the first projectile outright and softening everything that follows.
Used well, one man with a door absorbs the shot that was supposed to end the fight. Used badly, you've faced the wrong way and a Braum-shaped shield is now pointing at your own turret.
#7: Fiora parries literally everything
Riposte [W] blocks the next thing thrown at her and hands the crowd control straight back. That includes the abilities that are supposed to be unstoppable: the channeled, hold-you-in-place ultimates that normally end the conversation.
It's a two-frame decision. Get it right and a champion who committed everything is now stunned, alone, next to a duelist. Get it wrong and you've wasted your only defensive button on a minion's autoattack.
#6: Zilean gives somebody a second life under your turret
Chronoshift [R] is the only ability in the game that lets a fight you already won continue anyway.
The best version is a dive gone wrong. Their carry dies under the turret, everyone relaxes, and eight tenths of a second later they're back up on full health with your team standing around them out of cooldowns. It's the closest League gets to a jump scare.
#5: Sion keeps playing after he dies
Killing Sion doesn't stop Sion. He gets back up, briefly, and spends his own death timer running at you swinging.
Every other champion's death is an event that ends the fight. His is a phase of it. Teams that don't know this walk into a corpse and lose an inhibitor to a man who technically isn't there.
#4: Kayle makes the dive survive
Intervention [R] makes a champion untouchable for a couple of seconds. Not tanky. Untouchable.
What it really does is change what your team is allowed to attempt. A dive that should get somebody killed becomes a dive that costs nothing, because the one person who was going to die simply doesn't, and the enemy has already spent everything on them.
#3: Bard stops his own team
Tempered Fate [R] freezes everything it lands on, friend or enemy, which makes it one of the best abilities in the game and the single most dangerous thing to have on your team.
Used properly it stops a Baron, buys ten seconds, or saves four people at once. Used a quarter of a second late it stasis-locks your own engage while the enemy walks away. Nobody else can lose a game this cleanly with a correct ability.
#2: Jarvan builds a wall that traps your own team
Cataclysm [R] drops an arena around somebody, and everyone around that person is equally stuck until Jarvan drops the wall.
A Jarvan who walls off his own team's escape route and stands there watching it happen...the WORST PERSON.
#1: Blitzcrank delivers someone to your entire team
Nothing else in League moves an enemy that far against their will, and the reason it tops this list is that the hook doesn't only work on the person it hits. It works on everybody watching.
A hook lands and five people commit instantly, without discussion, in a game where five people usually cannot agree on anything. Whoever got pulled is dead before they finish the animation.
It's also the most reliable way to lose a game to your own support. Pull the tank instead of the carry and you've hand-delivered the enemy engage into your bot lane. If that sounds familiar, our troll bot lane duos list is full of it.
What ties these together is that none of them are secrets. They're all listed, all documented, and all still land constantly, because knowing an interaction exists and reacting to it inside half a second are completely different skills. That gap is where most of the game's best moments live.
Plenty of good ones didn't make it. If you want the champions who make you press these buttons in the first place, the tier list is a decent place to start. Which interaction still catches you out?
Every ranking we've argued about is collected on the Top Ten Thursdays hub.





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